Author Topic: Gamma core...2?  (Read 18694 times)

Taiyo.uk

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    • Haos Redro
Gamma core...2?
« Reply #30 on: October 25, 2007, 08:57:16 am »
* Taiyo.uk has wet his pants.

Survivor

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Gamma core...2?
« Reply #31 on: October 25, 2007, 10:58:34 am »
Woha, awesome supertanker.
I’m busy. I’ll ignore you later.

HamStar

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Gamma core...2?
« Reply #32 on: October 25, 2007, 11:45:07 am »
That had better be another long pit I can jump down....

Supertanker

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Gamma core...2?
« Reply #33 on: October 29, 2007, 11:46:54 pm »
No, sorry, it's glassed in :)

Still working on my layout for this map...life *slammed* me with jobs over the weekend so I haven't had any time to work on this for a bit. I've got a bit of free time now, however.

Question: is it a bad idea to compile with _lightmapscale 0.1 or 0.05 if I don't mind long compile times?

Supertanker

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Gamma core...2?
« Reply #34 on: November 01, 2007, 02:42:51 am »
OOo, random hallways. Fun fun fun.

I hate making random hallways :(

http://i4.photobucket.com/albums/y124/supertanker13/hallway2.jpg

Supertanker

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Gamma core...2?
« Reply #35 on: November 06, 2007, 12:45:19 am »
Ooops. I hit MAX_LIGHTMAPS on my last compile.
Hmmm, I guess I shouldn't use _lightmapscale 0.2

Anyways, new hallway! I went a little insane on the patch meshes, if you look a the lights closely you'll notice.

http://i4.photobucket.com/albums/y124/supertanker13/hallway3.jpg

HamStar

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Gamma core...2?
« Reply #36 on: November 06, 2007, 06:02:06 pm »
I'd like to eggspam in there...

Taiyo.uk

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Gamma core...2?
« Reply #37 on: November 06, 2007, 06:52:57 pm »
It's raining dretchen, hallelujah!

Supertanker

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Gamma core...2?
« Reply #38 on: November 13, 2007, 01:53:53 am »
Gee, I haven't played Karith in the last few days.

http://i4.photobucket.com/albums/y124/supertanker13/hallway4a.jpg

Nope, not at all. :P

Taiyo.uk

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Gamma core...2?
« Reply #39 on: November 13, 2007, 04:38:05 am »
* Taiyo.uk is baking a cookie for Supertanker.

Lava Croft

  • Guest
Gamma core...2?
« Reply #40 on: November 13, 2007, 07:54:18 am »
Finally your map is starting to look awesome! Please fucking continue!

@supertanker: Don't be stupid like me and set _lms to a low value in the worldspawn. It applies high resolution lightmaps to everything, including all those spots where you would never notice them. Best thing to do is to func_group specific pieces of your map and applying a low _lms to it. That way you have the best trade-off between looks, compile time and BSP size, not to mention the loading times of the map:)

fmart

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Gamma core...2?
« Reply #41 on: November 13, 2007, 08:05:52 am »
very good map

Supertanker

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Re: Gamma core...2?
« Reply #42 on: November 17, 2007, 10:28:22 pm »
Portal skies sure are annoying in a way.

Is it possible to keep the geometry of a _skybox entity from 'extruding' past the sky portal brushes into the actual map? I made a portal sky with some low-poly tri-soup ground, but I could see the ground in a room with no view of the sky if I looked down a deep pit!

Taiyo.uk

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Re: Gamma core...2?
« Reply #43 on: November 19, 2007, 08:34:09 am »
Not sure if this has anything to do with it, but was there a sky within the PVS from that spot?

Lava Croft

  • Guest
Re: Gamma core...2?
« Reply #44 on: November 19, 2007, 08:45:54 am »
Not sure if this has anything to do with it, but was there a sky within the PVS from that spot?
If you have (for example) 2 windows in opposing rooms with a skybox inbetween and they share the same PVS, you can see 'through' into the other parts of the map (which currently are in the PVS). I hope I said this correctly, it's a really annoying problem.

Supertanker

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Re: Gamma core...2?
« Reply #45 on: November 24, 2007, 01:12:40 am »
Bleh, I just gave up on the sky. I'll make little outdoor areas with terrain instead :/

I really need to finalize a design for the human control-room base

Supertanker

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Re: Gamma core...2?
« Reply #46 on: December 06, 2007, 11:19:55 pm »
You know, maybe I'll actually finish this after I get Station15 done.

Or maybe not....I think the map grew to be too big...